The Blog Posts

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This entry is part 2 of 2 in the series RTS Pack

This entry is part 2 of 2 in the series RTS PackSo, just like the ‘first post’ in this series, this isn’t actually Day 2, (more like week 2), but progress has been good enough to post a new update.  Since I doubt that I’m going to have time to post updates daily, also decided […]

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December 2, 2014

Unity3d RTS Pack – Day 1

This entry is part 1 of 2 in the series RTS Pack

This entry is part 1 of 2 in the series RTS PackOk , it’s not really day one, probably more like day 2 or 3, but close enough. Short story is that I have a game design in mind that I’ve wanted to create for quite a while.  Being the lazy developer that I am, […]

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This entry is part 1 of 1 in the series Dev Blog – Steam, Greenlight & the Joy of building games for PCJudging from this blog, apparently I haven’t been doing much as of late.  Nothing could be further from the truth though. Last month, I was contacted by an old friend – they were […]

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Excellent writeup by the awesome @mikejonestv about a simple fact that alot of studios seem to forget and/or ignore.  Also more great articles by Mike here @ the Writing Platform.

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In lieue of actually having a post ready (or even close to ready), I’m going to steal / borrow this excellent writeup from reddit: Introduction The question of how to motivate oneself or finish a huge project is a very common question here. I wanted to share my personal methods. NB: This guide primarily applies […]

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Have been using Unity’s built in NavMesh system for the character movement so far – it’s great because you can get things happening in all of a few lines of code, but just ran into a major hurdle.  Actually it’s one I knew about, but had been avoiding because I thought I could work around […]

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This entry is part 4 of 4 in the series Data-driven design with Unity 3d

This entry is part 4 of 4 in the series Data-driven design with Unity 3dAs you may have noticed, up until now, I have not touched any specific technical functionality or even come close to writing any code.  This has been a conscious decision for a couple of reasons, but the biggest is that I […]

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This entry is part 3 of 4 in the series Data-driven design with Unity 3d

This entry is part 3 of 4 in the series Data-driven design with Unity 3dScan through the game industry news portals and it’s not hard to get an uneasy feeling of ‘doom and gloom’. There are a lot of displaced game developers around the world.  I read an article a few days ago that claimed […]

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